Thank you so much, I learned a lot about new components thank you for the clear explanation! I'm wondering if anyone else faced an issue with getting the same pattern as yours because my particles are more random, and I'm trying to check for errors :)
Could be some slight changes in the noise parameters. Perhaps a different version of TouchDesigner could do that too, though I don't think the Noise TOP has changed in a while.
Hey! Great tutorial so far, but I don't quite understand why I've got blank backgorund instead of black. I did everything as you did and you instantly had a black background. Thanks.
8:52 i don’t know why but in ‘math’ chop my ty1 (green) looks like a saw (zigzags) and not a straight line. In ‘pattern’ Chop ty(yellow) looks straight. Maybe someone knows how to fix it?😢
This could happen if the number of samples in each CHOP is different (middle mouse to see how many samples.) Make sure the 'grid1' rows and columns, and the noise1 resolution match, and that you've set "full image" for the 'topto1' crop parameter.
Check out the second instancing tab in the Geo COMP. There is an option to use an input for color, and you can define rgba channels in the same way you'd like translation xyz channels. This can be from any type of operator as long as the instance count is the same (CHOP, TOP, SOP or DAT all work.) These days I usually use TOPs for my instancing networks.
You can multiply the channels you use to animate the noise by a constant to speed up or slow down the noise without changing your timeline. (Use a Math CHOP)
Hey Simon this is a super helpful tutorial! Thank you for the time and energy you put into these. I've been attempting to apply this to other networks I've created, but I'm running into to some snags. I have several absTime expressions running in the network as well as noise TOPs. Do I need to use the displacement/pattern network in place of the absTime expressions? Thank you for any help.
Yes, anywhere you have absTime you need to replace it with channels driven by the timeline. Sometimes this is sin/cos like this example, but other times it might be fraction mapped to a cyclical parameter (like rotation)
HI, thank you for such a great tutorial! I just started and been playing with loops a lot. It was looping perfectly in the system, but then the rendered file couldn't come out right. Tried to loop them in Premiere after and first frame doesn't match with last frame. Do you have any idea what the problem might be? I tried different rendering output and file type but still didn't work. Thank you!
Hard to say exactly, but first make sure the "realtime" render flag is turned off (next to the FPS reading in the top bar.) Double check that when you move the timeline your animation is moving forwards and backwards. If each frame isn't completely driven by the location of the timeline it won't loop. When exporting, make sure you start at frame 1 and then play through the timeline with the range limit set to "Once." Those are my quick suggestions, hope it helps!
I just wanted to thank you for doing such a great tutorial. but i have one question. my top view pane background looks pattern not fully black. how can i fix it?
I've got the solution. Insert Transform between render1 and circle1, change last gap in "background color" into 1 and then turn on "comp over background color"
As far as I know you can't do it with this same method (and staying in SOPs). One way to accomplish this is go from SOP > CHOP > TOP, apply noise to point positions and then concert back again, though this is a bit expensive performance-wise. Can also be done in a vertex shader, which will.be faster but that's more advanced. Also, with the TOP method you can use the point positions as the UV input for the noise TOP (the 2nd input) to keep the noise displacement relative to the points you're working with. Hope this helps!
You can definitely export at H264, do you get a red error when you attempt to do so? You do need an Nvidia graphics card to export H264, so if you don't have an Nvidia GPU you might need to choose a different format and then convert in another software.
You need to right click on your geometry and create a Geo COMP from there. This will automatically create an In SOP and Out SOP inside the Geo COMP with the render flag toggled on for the out SOP. It's a quick way of getting your sops into a Geo COMP though you can also just place your geometry inside. Everything inside the Geo COMP will be instanced. Just make sure the render flag is turned on for the sops you want to instance (the purple circle.)
Right click from the output of the box and then create the geo1 COMP. This will automatically create the "In SOP" inside the geo COMP. If you just create a geo COMP from scratch it won't connect the two and there wont be an input.
That looping element with the timeline chop is so useful, thanks a lot!
Man you are so good at this best tutorial I've seen yet !!
Thanks so much man great tutorial
Awesome tuto ! 20 minutes turning 1H for me but it's okay i learning good ! thant you ! :D
Great video. I did a lot of loops in After Effects, but here it is a little different. But now I know. Thanks.
Dude this is dope! Great explanation and a very cool outcome. Thanks a lot
Thank you so much for these tutorials!
This is so good
nice, thank you!
used the concept before but adapting it to timeline was great information!
Thanks for sharing the knowledge! 🫶🏻
Love your videos man, keep them coming please!!!!!
Such a great tutorial! Thank you, man!
thanks for the amazing tutorial!
Thank you so much, I learned a lot about new components thank you for the clear explanation!
I'm wondering if anyone else faced an issue with getting the same pattern as yours because my particles are more random, and I'm trying to check for errors :)
Could be some slight changes in the noise parameters. Perhaps a different version of TouchDesigner could do that too, though I don't think the Noise TOP has changed in a while.
This was amazing. Thank you!!
So useful, thank you much
Hey! Great tutorial so far, but I don't quite understand why I've got blank backgorund instead of black. I did everything as you did and you instantly had a black background. Thanks.
I couldnt understand either but if it helps anyone: you can add RGB Key TOP between the render and null.
Well, thank you!
8:52 i don’t know why but in ‘math’ chop my ty1 (green) looks like a saw (zigzags) and not a straight line. In ‘pattern’ Chop ty(yellow) looks straight. Maybe someone knows how to fix it?😢
This could happen if the number of samples in each CHOP is different (middle mouse to see how many samples.) Make sure the 'grid1' rows and columns, and the noise1 resolution match, and that you've set "full image" for the 'topto1' crop parameter.
@@polyhopthank you it worked!
How do i go about colouring the circle/dots. I want to add some colour to the animation but not sure how i do it. great video thankyou!
Check out the second instancing tab in the Geo COMP. There is an option to use an input for color, and you can define rgba channels in the same way you'd like translation xyz channels. This can be from any type of operator as long as the instance count is the same (CHOP, TOP, SOP or DAT all work.) These days I usually use TOPs for my instancing networks.
is there a way to independantly slow the animation speed of the noise down? sick tutorial btw
You can multiply the channels you use to animate the noise by a constant to speed up or slow down the noise without changing your timeline. (Use a Math CHOP)
really nice! I'm trying to work in this way using a kinect. Do you agree?
Hey Simon this is a super helpful tutorial! Thank you for the time and energy you put into these.
I've been attempting to apply this to other networks I've created, but I'm running into to some snags. I have several absTime expressions running in the network as well as noise TOPs. Do I need to use the displacement/pattern network in place of the absTime expressions? Thank you for any help.
Yes, anywhere you have absTime you need to replace it with channels driven by the timeline. Sometimes this is sin/cos like this example, but other times it might be fraction mapped to a cyclical parameter (like rotation)
awesome!
HI, thank you for such a great tutorial! I just started and been playing with loops a lot. It was looping perfectly in the system, but then the rendered file couldn't come out right. Tried to loop them in Premiere after and first frame doesn't match with last frame. Do you have any idea what the problem might be? I tried different rendering output and file type but still didn't work. Thank you!
Hard to say exactly, but first make sure the "realtime" render flag is turned off (next to the FPS reading in the top bar.) Double check that when you move the timeline your animation is moving forwards and backwards. If each frame isn't completely driven by the location of the timeline it won't loop. When exporting, make sure you start at frame 1 and then play through the timeline with the range limit set to "Once." Those are my quick suggestions, hope it helps!
Great tutorial. But how do I loop a 4d noise without going 5d? Any ideas? I basically want to animate and loop a 3d noise
Awesome tuto.. Do you have one looping Noise SOP?
hi, did you find some way to do that? ì`m running in the same challenge now
I just wanted to thank you for doing such a great tutorial. but i have one question. my top view pane background looks pattern not fully black. how can i fix it?
same problem
I've got the solution. Insert Transform between render1 and circle1, change last gap in "background color" into 1 and then turn on "comp over background color"
Hey Simon, great tutorial, I wonder how can I connect kinnect with this? thank you
heyt, great video! does anyone know about how to loop a sop noise ?
Big up from brazil !
As far as I know you can't do it with this same method (and staying in SOPs). One way to accomplish this is go from SOP > CHOP > TOP, apply noise to point positions and then concert back again, though this is a bit expensive performance-wise. Can also be done in a vertex shader, which will.be faster but that's more advanced. Also, with the TOP method you can use the point positions as the UV input for the noise TOP (the 2nd input) to keep the noise displacement relative to the points you're working with. Hope this helps!
@@polyhop great help. very thanks for helping !!! I`ll work on it! Ibig uppP!!!!! GREAT THANKS !!!
Is it only possible to export in gif format? It doesn't let me in H264. thanks for your contribution
You can definitely export at H264, do you get a red error when you attempt to do so? You do need an Nvidia graphics card to export H264, so if you don't have an Nvidia GPU you might need to choose a different format and then convert in another software.
It actually gives me an error. It tells me that I need a commercial license to export in this format. Thanks
@@polyhop
thank you!
i dont know why but i cant connect the box to the geomtry comp, PLEASE HELP
You need to right click on your geometry and create a Geo COMP from there. This will automatically create an In SOP and Out SOP inside the Geo COMP with the render flag toggled on for the out SOP. It's a quick way of getting your sops into a Geo COMP though you can also just place your geometry inside. Everything inside the Geo COMP will be instanced. Just make sure the render flag is turned on for the sops you want to instance (the purple circle.)
I cant create the geometry from the box, its the second step In the tutorial. they won't connect
Right click from the output of the box and then create the geo1 COMP. This will automatically create the "In SOP" inside the geo COMP. If you just create a geo COMP from scratch it won't connect the two and there wont be an input.
thx!